Need help with first space combat

By DeathStarJanitor, in Game Masters

So up until now, my player's interactions with their ship have been just astrogating from one place to another + a little run through an asteroid field. We are all new to the system so we've been progressing gradually, biting off small chunks as we go. Personal combat is now moving along pretty swiftly, for example. I was putting off space combat for a while longer...

But players being players, they threw a wrench in my best laid plans (which is totally cool). Instead of planting a homing beacon on the Imperial shuttle (we are playing the Hunter & Hunted module), they decided to just hijack the ship itself and blast off Tatooine into the waiting arms of a nearby Star Destroyer.

I want to take them through several rounds of space combat before letting them throw the lever and zip off into hyperspace. So, how may TIE fighters can I reasonably throw at them to make the encounter scary, but not devastating.

They are piloting a stock Lambda class shuttle, pretty new characters (+20 XP to initial build). I was thinking about a couple minion waves of TIEs. Maybe 2 minion groups of 3 TIEs to start with, then bringing in more waves if needed.

I could use some help making sure the encounter balance is decent, so 2 questions:

1) Any advice for what to throw at them in terms of TIEs?

2) I don't want to make the Star Destroyer a major part of the encounter, but any ideas on what I could do with it to let it play a minor part at least?

Thanks!

You could have them do a Fear check from seeing the Star Destroyer for the first time. 2 Minion groups of 3 TIEs should be plenty, unless you feel the players are rolling really hot and you want them to suffer a few more rounds then flip a Destiny Point to have two more groups come in. If the shuttle you mentioned is the Lambda Shuttle, I think your players should be able to handle the TIEs ok. It's a pig compared to the TIEs but at least the shuttle has a gun in the aft section. Don't forget that Co-Pilots can use "Assist" on Piloting checks made by the Pilot

Do any of them have Pilot, Gunnery, Mechanics or Computer? (Or space combat talents) -

I would start with 2 Tie pairs - describing them as the ones out on patrol or the like so they have a 2-3 round head start on any reinforcements. This would let you start the encounter with something that's very unlikely to do anything serious, while giving them a chance to get used to the space combat controls/actions without a major penalty if they make a poor decision.

Follow it with a second wave scaled on what you saw with the first. Note that if your players are at all smart, this will end up being done as a chase scene. I find that keeping with wing-pairs makes them pretty easy. Trios are dangerous but manageable, while flights of four are pretty deadly.

For the ISD, I think your best bet is to use it background/terrain. Fear (as oden said) to start with. You could also use it to justify an upgrade to piloting checks as they evade bursting turbolaser fire.

Do any of them have Pilot, Gunnery, Mechanics or Computer? (Or space combat talents) -

They have some ranks in Mechanics & Computer, but they will be going by pure innate ability on the Pilot & Gunnery checks.

I'm guessing they will jump into the Pilot, Gunner & Engineer spots, but never can tell.

Love the idea of the Fear check! I'll go with 2 minion flights of 2 TIE's and see how they handle them. I can then stack more on if they are having an easy time of it. I'm planning on requiring about 6 rounds to have them make the jump to hyperspace, but I'm going to move it along at the "speed of plot" for right now until I get a feel for how they do. I don't want to over complicate things as we'll all be learning together as we go.

Edited by DeathStarJanitor

1) Any advice for what to throw at them in terms of TIEs?

2-4 TIEs at most. Either as Groups of 2, or ungrouped. Space combat is fast and deadly, and TIEs are actually well suited for it because of how the rules work. Don't underestimate them. You can always add more if you need to.

Also, be careful how you spend Advantage. I'd suggest you not activate the linked quality of the TIE laser cannons, and instead focus on other effects.

2) I don't want to make the Star Destroyer a major part of the encounter, but any ideas on what I could do with it to let it play a minor part at least?

Terrain is the obvious option. Make it's weapons fire count as difficult terrain in the couple of bands closest to it.

Honestly though, the Sil difference between the SD and the shuttle is so vast the SD is unlikely to hit even if you run it as a normal threat.

You may want to do something like put the SD at Long range, the TIEs at close, and require the players to move past the SD before they can jump. That's only a couple rounds, but vehicle combat is so fast that's likely all you'll need...

You may want to do something like put the SD at Long range, the TIEs at close, and require the players to move past the SD before they can jump. That's only a couple rounds, but vehicle combat is so fast that's likely all you'll need...

Oh, I like that idea, that's nice and cinematic, kinda like the escape from Naboo in TMP, but with fighters and shooting back.

Hey all, just wanted to respond again with a quick report about how the encounter went. First of all, the fear check was perfect...especially when the pilot rolled a Despair!

2 flights of 2 minion TIEs were just about right. The shuttle took some hits, but was never in dire straights. It took 4 rounds to finish off the TIE's. I even let the Star Destroyer take a couple shots at the shuttle (all of which missed, but caused much fear and trembling at the thought of being hit).

I could have sent in a few more waves, but I felt the encounter had served its purpose and didn't want it to drag. Thanks for all the assistance!

You've taken your first step into a larger world.

I'm glad it worked out for you. Welcome to the cinematic world of starfighting. :)